Outline

To set the scene, give it a meaningful title and description, engaging the senses and including some flavor and movement. Include a goal and any relevant comments.

Landmarks

Landmarks are points of interest in the scene. They can be places, people, objects, etc., and are immediately available to the player characters upon entering the scene.

Interactables

Interactables are aspects of landmarks the player characters can interact with. They are revealed only when the player characters interact with their associated landmark.

Lone Chest

Interactable

Secrets

Secrets are hidden elements associated with an interactable that can only be revealed through player character deduction or rolls. They can be loot, information, traps, etc.

Big Lock

Secret

Secret Treasure Room
Description: A round room of stone brick on all sides, about twenty feet in diameter, with a flat ceiling ten feet above you. The air is musty and cold, but your footsteps are strangely muted as you enter. Dust motes hang in the shaft of light emanating from the single opening at the center of the room. Save for a single pedestal in the center of the room, it is nearly featureless.Goal: Direct the players to the loot, but allow them to choose between caution and greed. Foolhardy players should be slightly punished, but with good rolls, judgment, and intuition, the characters should be able to both score some good loot.Comments: This is a simple side treasure room. Perhaps if the players are especially curious you may reward them with further worldbuilding clues. Particularly inspired play should prompt impromptu extra rewards of loot or information.
Lone ChestIn the center of the room on a raised pedestal, gleaming in the shaft of light, a chest with the dimensions of a small writing desk.
Big LockThe chest has a comically-large padlock holding it shut.
Gold BarsIf the players are able to open the chest, they will find gold bars neatly stacked to the brim of this large chest. This is a lot of money.
SuccessOn a successful slightly difficult Thieves' Tools check, the player character is able to open the padlock and open the chest to see what is inside. Alternatively, the player may choose to make a much more difficult attack roll to bash the lock, or spend a spell slot to cast Knock.FailureThe characters either fail to finesse the tumblers of the lock, or are not able to hit the lock with enough force to open it. The degree of failure can play a part in the narration of how the lock reacts.